Posts for feos

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Okay, I've read it all, and this problem is very dark and complicated. Probably the most dangerous aspect is the black box nature of the hack that removes DRM. The hack may introduce viruses/miners. It may affect functionality of the game, obviously or subtly. We may not be playing the original game anymore, but literally a hack no one has guarantees about. Another aspect results from it. If we want to fight this black box reality, we have to apply easy and documented hacks by ourselves. That will help making it transparent. But it will blatantly mean we're endorsing DRM hacking for real! Now this doesn't smell even remotely legal. Then, hacked no-DRM versions of games may be taken down following the current tendencies, or they may be different and non-compatible, leading to impossible to sync TASes after some time. If no one dumped an obscure 30 year old C64 game, and its original image is literally non-existent, we really have to allow hacked versions of it at least. But just like with C64 disk games converted to cart format (which is impossible with stock C64) we can't say "Okay, we allow hacked versions already, now let's also allow hacking existing good dumps too". When the official DRM version is available, and official no-DRM version doesn't exist, preferring the no-DRM hack does feel like encouraging hacking DRM out. And of course, cases when a DRM game simply does not sync. Or its sync is dependent on your outdated USB muse driver. Or on your GPU. Like, the DRM system may be set up to check those just for good measure. And it's made sure to never tell, which really "helps" us. So far I lean towards disallowing no-DRM hacks unless the DRM prevents movie sync. But when we want to allow them for such lost cases, all the other problems say hi. Doesn't look like it can be gracefully resolved by a compromise really. And because of how dangerously shaky this ground is, I'd disallow no-DRM hacks altogether, and simply deal with rejecting movies that don't sync on unmodified PC games. Because once again, you either agree on installing arbitrary trash within a hack, or provide transparent ways to illegally apply such hacks to official games. I don't see a way out.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Completion times are not absolute. There are lots of ways to measure them, and we allow them all as long as main gameplay remains reasonably optimal. It's in line with how we compare improvements: cutscenes are disregarded, load times are disregarded, ending is disregarded, text speed, amount of dialog boxes, BIOS screen - all this is irrelevant when we want to compare optimality of main gameplay. We allow authors to stop the movie in 2 different ways: either one neatly sets up the last actions in advance, and stops the movie way before they occur by themselves, or one manually forces the last actions to occur ASAP, and then stops the movie. So the same is allowed for post-completion input: we have a preference that this is included, but we allow it to be dropped too.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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In light of this rules clarification, keylie, pease post a secondary movie file containing the extra input fsvgm777 mentioned (or tell us to update the actual submission with it if you want).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Rule clarifications regarding post-completion input
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This rules update I want to announce is indeed one people should be aware of, because it involves a little bit of extra work from TASers and staff. http://tasvideos.org/MovieRules.html#PostCompletionInput http://tasvideos.org/JudgeGuidelines.html#PostCompletionInput If you are a TASer, and you're TASing a game where you have to press some extra buttons to let the ending sequence fully actually end (see examples provided in the Rules chapter), always mention this in the submission notes! It is preferred to contain extra input right in the main submitted movie, but under certain conditions (see the first link) it may be allowed to exclude it. If you are a Judge (or a helpful Publisher), always try pressing some simple buttons after the ending sequence has seemingly ended (switch to recording if needed). This will help to back up authors who forgot to address this, and to prevent publishing movies with incomplete ending.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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If no one can create a proper extra image for this movie, I'll have to reject it.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I still think we should not reject this movie even if this other route is verified as console possible. That'd just be a potential improvement. Right now we're basically discussing if it'd be worth making in the first place, not whether this run is acceptable or not. If they both can be made to sync on console, we don't need other validity proof.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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So to clarify, the setup relying on $FF filled SRAM would make the movie shorter or longer? If it'd be shorter, all we need to know is a real life proof that in normal conditions fresh SRAM may be filled with $FF. If it's actually possible, a movie using such a setup may obsolete this one in future.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Crash was considered a few months ago, but discussion somewhat died.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Вот где безумие-то! Поздравляю!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I'm judging that run specifically because of its framerate choice, as I want to come up with a solution that handles such cases the best. If you want to share opinion or suggest food for thoughts on that matter, post it in TFA submission thread.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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For such cases, we usually do 2 branches, one for each character. But since this game is still most likely Moons content, I don't think the "all levels" movie will have to be split into 2 just to be acceptable. Overall though, when the movie is already done, it doesn't matter if you ask here or just submit right away, because the decision will most likely be the same. Instead, if you're unsure about acceptability, ask about your goals before you even start the run.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Nye wrote:
I've just finished my TAS of Nights into Dreams and before I submit it I thought that I should check to see if there are any issues or things that could be changed. For the run I complete both characters three unique stages and then select the final stage. The thing about this is that both characters share the same final stage and I only complete one of them to reach the credits and get that characters ending. The stage is identical between the two, so would it be fine if I just leave things as is to avoid repeating the same stage/boss fight.
What's your movie's goal/branch?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Currently fceux can only set breakpoints on things mapped to memory. I just tried $8000 with Alien 3, and write breakpoint worked just fine. If you're sure some mapper register exists in memory, but its breakpoints don't work, we can fix that I think. And to grab the value that's being written, just fetch Accumulator's value the usual way (memory.getregister("a")).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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What is a mapper register?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Okay so I'm comparing to regular startup. CV2J stores 3 save files at address $07D9, 13 bytes per file, up to $07FF. First byte denotes active file (#$00 = empty, #$FF = valid). Then 5 name letters (from #$D3 = ',' to #$F4 = 'Z'). Then some stats of your playthrough, reportedly these: items acquired, character level, time taken in game in days. At frame 12730 all these save files get filled with garbage. Code samples This code checks which save files are not empty. Even if there is data in them, as long as their Active byte is 0, they are considered empty. When viewing in FDSExplorer, bank is #6, ID 16, DRQ_OPEN.
Language: asm6502

$6785: AD D9 07 LDA $07D9 ; check save 1 $6788: F0 09 BEQ $6793 ; skip if 0 $678A: A9 00 LDA #$00 $678C: A2 25 LDX #$25 $678E: A0 CF LDY #$CF $6790: 20 E3 6A JSR $6AE3 $6793: AD E6 07 LDA $07E6 ; check save 2 $6796: F0 09 BEQ $67A1 ; skip if 0 $6798: A9 01 LDA #$01 $679A: A2 26 LDX #$26 $679C: A0 0F LDY #$0F $679E: 20 E3 6A JSR $6AE3 $67A1: AD F3 07 LDA $07F3 ; check save 3 $67A4: F0 09 BEQ $67AF ; skip if 0 $67A6: A9 02 LDA #$02 $67A8: A2 26 LDX #$26 $67AA: A0 4F LDY #$4F $67AC: 20 E3 6A JSR $6AE3 $67AF: AD 91 01 LDA $0191 $67B2: 8D 90 01 STA $0190 $67B5: 4C A8 66 JMP $66A8
Then, in the same bank, this code compares each Active byte to 0 again.
Language: asm6502

$66DF: A2 00 LDX #$00 ; init $66E1: 86 93 STX $93 $66E3: 86 16 STX $16 $66E5: 86 17 STX $17 $66E7: BD D9 07 LDA $07D9,X ; check each file using X reg as offset $66EA: F0 04 BEQ $66F0 $66EC: E6 17 INC $17 ; occupied slot count $66EE: D0 02 BNE $66F2 $66F0: E6 16 INC $16 ; empty slot count $66F2: E6 93 INC $93 $66F4: A5 93 LDA $93 $66F6: 20 73 66 JSR $6673 $66F9: AA TAX $66FA: E0 27 CPX #$27 $66FC: 90 E9 BCC $66E7 $66FE: 60 RTS
Same bank, finally Active byte is compared to #$FF.
Language: asm6502

$66A8: 20 DF 66 JSR $66DF ; do the above subroutine $66AB: AD 90 01 LDA $0190 ; current save index $66AE: C9 03 CMP #$03 ; OoB? $66B0: B0 11 BCS $66C3 ; stop $66B2: 20 70 66 JSR $6670 $66B5: A8 TAY ; copy index to Y reg $66B6: B9 D9 07 LDA $07D9,Y ; load save Active flag $66B9: C9 FF CMP #$FF ; #$FF = -1 = valid $66BB: F0 21 BEQ $66DE $66BD: EE 90 01 INC $0190 ; increment current save index $66C0: 4C AB 66 JMP $66AB
Observations Writing 00 to Active flag of any save makes the game completely ignore its data when save selection screen shows. Writing #$FF there makes it possible to erase or load the save. Having anything else, which this movie does, makes the game unable to acknowledge or disregard the saves. If I write #$FF, each state loads just fine, and then after switching the disk side, the game loads with whatever stats your save data contained. Save 1 Stats data: 00000100000800 Save 2 Stats data: C797949AC79794 Save 3 Stats data: CE929392937E7F Pressing pause for slot 3 freezes the game. This movie The game finds no empty saves, and no valid ones, so it doesn't allow you to load them, and sets the cursor to Erase. But when you select that, it can't find any saves to erase and freezes. Setting any of these to #$00 or #$FF allows you to either load/erase or create a save: $07D9 $07E6 $07F3 So the conclusion is, both RAM and save data are corrupted. It is possible to poke a single byte to make everything work, even though the results may be corrupted as well. But the ending occurs the proper way.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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DrD2k9 wrote:
I may look into trying to create a secondary image from scratch.
Any luck?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Fortranm wrote:
http://tasvideos.org/userfiles/info/50041396094599073 Here is a testrun done on Bizhawk 1.12.2 from Burb before the discovery of this warp. It shows how the game normally saves itself after the credits.
Doesn't sync on 1.12.2 for me. Everything in the movie header matches.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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The description says "no warps". There are warps in this game? I couldn't find anything on google about it. If there are warps, how much would they affect the gameplay, how different would it be, and how much shorter would the movie be?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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This movie happens to sync on kq1.com whose md5 is e87b344230d6b3354f3f916250bb0f85 (all other files identical). I just had to replace the HDD hash in the movie with 0f60cbcf15f13de06d0a29ba9b22349b. BIOS: BIOS-bochs-latest CRC32: 48E3B9C8 MD5: 476804F76B096FC1A84785B41D818638 SHA-1: A15D5993B7ACE5DCF555FFE018502E8228D7676A VGABIOS: VGABIOS-elpin-2.40 CRC32: D825A7C8 MD5: 0686A0B0AB8D81082BFC5CC927C84979 SHA-1: 2FAF0B7ACBD60FC4545B895435F76749349CE963 Both must be imported the same way as game images are.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Typoman DIE ALREWADY
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No one reads this anymore. Please make a ticket (if you make a patch, it'd be perfect).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Can anyone check the tracelogs of how the second quest starts normally, and compare it to how it fails to start after this movie? Maybe there's some address that can be tweaked to fix the startup?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Requiring mediums that exist in real world can be problematic. Imagine Famicom game Gimmick only synced on original cartridge. Availability of the original medium is one problem. Introducing physical reality into our software-only paradigm is another.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Memory wrote:
It may be that these movies are impossible to sync on emulator with an unmodified ROM instead.
I haven't read the thread yet, but this is my view. We prefer determinism even to accuracy. If it is impossible to make the movie sync with the original image, we kinda have to tweak it.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Have you loaded an early state while recording at the end of the process? That'd truncate the movie is you stopped it after that. If you used several state slots during recording, one of them might contain a fuller version of your movie. Load your movie, switch to recording mode, and try loaded state slots you used, one by one. The one that is the farthest is as much as you have preserved. Before stopping a movie, the last frame of it should always be stored to one of the states, maybe even named state to be sure. tl;dr: Each state saved while the movie is loaded, contains some part of your movie.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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dragonbane wrote:
I considered it and even implemented Zelda Edition into a 5.0 branch before, only to be disappointed to find out that they are kinda bad for TASing Zelda games lol. You desync within minutes as soon as you start trying to use savestates. I checked 2 months ago and the problem still persisted. Until it is fixed for good there is really no reason to port ZE to a newer Dolphin branch as ours works better for what we do. The QT interface also seems very immature when it comes to the TAS input. The better route would probably be to implement some QoL changes into my build such as ffmpeg dumping. I really lack time atm, but if Fog gets anything going I gladly merge it and all future Zelda TASes won't have this problem anymore. We are used to fixing it in post but I understand you guys are a bit more sensitive about these things
Which option will be easier, backporting ffmpeg dumping or rebasing on the commit that merges ffmpeg dumping? Also, people tried building the zelda fork for Linux, and it seems to depend on windowsisms all over the place. Fog also said yesterday that he compiled it with 50/60fps dump splitting. If it fixes the problem, it will definitely need to be committed to the zelda fork repo.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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